'Joshuah Wolper' is far too easy to pronounce, so it doesn't come with a warning.. but anyway: thanks for watching and for your generous support, and he'll see you next time!
i7-9700K ~40 seconds / frame on small object. Those MK devs would have a lot of work to do... Not saying it's impossible but just very difficult. Maybe for pre-rendered sequences they might bite.
Me either but I looked some up and tried to dumb it down so I understand it. From Wikipedia: _A transversely isotropic material is one with physical properties which are symmetric about an axis that is normal to a plane of isotropy._ So i take this to be referring to things like the fibres or grain of a steak, where an object is composed of lots of little fibres that are strong in one direction, but pull apart easily in another. _In material science and solid mechanics, orthotropic materials have material properties at a particular point, which differ along three mutually orthogonal axes, where each axis has twofold rotational symmetry._ And this, by extension, would refer to objects like a sponge which have a more uniform molecular structure. So when she's talking about objects being "anisotropic" she means it has structural rigidity more on one or two axes than the other(s), which is why they will tend to split along the weakest axis. Then when the objects are orthogonal, the damage is applied more across all 3 axes. And some of the impressive features are that they seem to be able to tell an object "you are anisotropic for these bits, and orthogonal for these bits but youre still one object" in any combination they specify and usually achieve realistic results. The implications of this are pretty insane. Imagine playing a shooter where whatever you're shooting at has a realistic, unscripted and real-time computation of a body with muscles, skin, bone etc that all respond differently to damage... the sort of game where you might chuck a grenade at a giant crab beast only to blow a piece of its shell off so fast that it takes out one of your squad members. With more time and development this can be a framework for some of the coolest animations we've seen yet. Also one other thing I figured out was when shes showing those graphs that look like a sheet being held by its corners, she mentioned "as damage increases, elasticity response decreases" and I took this to mean that as a part of the object gets more damaged (red) the ability for it to "hold itself together" gets reduced, which is what we observe in a lot of biological damage scenarios- say for example you crush one of your arms, the ability for the arm to continue to behave like an arm (vs the flst sausage its being forced to become) reduces in proportion with the damage done to the muscles, bone, nerves etc because they are damaged. Im not sure if any of that helps you make more sense of what she's saying, but it sure helped me to type it out! 😁
It currently takes almost a second per frame to render these results, and the armadillo even takes over a hundred seconds per frame... But two more papers down the line, and we might see a couple of orders of magnitude performance increase. Can't wait for postal 3 with these physics.
5:08 Lol, I don't think it's the armadillo here that is "evil". What I see is some cruel scientists strapping down a poor, helpless toy animal and proceeding to impale him with an enormous spike. And then, through the wonders of modern science, miraculously bring him back to life just to do it all over again under slightly different conditions. But ye, let's just rationalize to ourselves that the armadillo is in fact the evil one...
This is how good we are at math, people. This is how we use math to tell us how millions of people changing their habits for a year will save millions of lives
the physics is already realtime, as they said. 400k particle simulation in realtime on a 9700k. Rendering this with textures and a decent polygon count will take a long time, however.
@@HumanlyRobotic 0.033 seconds/frame is what we normally call realtime(30fps), fastest simulation was fish with 2 fps. GPU can run the fish sim in interactive realtime, I think.
You have to remember that when the logistical anodes become out of sync with the linear shaft dilators causing a failure to generate concurrent radial grammeters . You should try to recalibrate the stater conductors and reset the dingle arms to their original tertiary based orientations, but it could lead to sinosodial depleneration levels that are too high for industry quality standards. We're still a ways away, but this is moving in the right direction.
AnisoMPM and IQ-MPM are now fully open-sourced! Check it out here: github.com/penn-graphics-research/ziran2020
I would have appreciated a warning to hold on to my papers
😅😅
'Joshuah Wolper' is far too easy to pronounce, so it doesn't come with a warning.. but anyway: thanks for watching and for your generous support, and he'll see you next time!
Dear fellow scholars. This is Two Minute Papers with Dr. Károly Zsolnai-Fehér.
Wow and props to the enthusiastic narrator
props to the people producing the paper
yup its not like they didnt know that lmao@@Dr.W.Krueger
Gonna go out on a limb here and guess the narrator is a fan of cheese.
Mozzarella cheese~ ^_^
I think she's a fan of damage
"Next we constrain an *evil* toy armadillo..."
E V I L
**take a cute voice** Let me present you our new super advanced gore tech !!
"we pwesent an iso npm a nyew appwoach fow anyimating dynyamic and isotwopic fwactuwe using continyuum damage mechanyics" UwU
Rip and tear UwU
3:40 Now we will show some results!
Also excited
Excellent work! Now you can accurately simulate pulling on a hangnail so that the skin gradually peels away in one contiguous strip! :D
ouch
Hahaha which is a 100% guarantee.
Thanks I hate it
We can use these simulations to study the hangnail.
If we can learn more about it, we can learn how to destroy it.
What a time to be alive!
Narrator : "And here, we visualize the damage".
Michael Bay : "You had me at damage".
"But that's the last thing I said."
"Good thing you said it."
@@erictheepic5019 you're funny 😁
i think flex tape can fix it, that's a lotta of damage
Phil Swift: you had me at damage
“The forbidden one”
this is the most lovely narration i have ever heard
I feel like I need to know who she is
I feel like you guys could use a few drinks! 😂
Please do not show this to the Mortal Kombat devs
i7-9700K ~40 seconds / frame on small object. Those MK devs would have a lot of work to do... Not saying it's impossible but just very difficult. Maybe for pre-rendered sequences they might bite.
@@djmips in a couple generations of GPU this will be rendered in real-time.
@@djmips at this point it can be useful for cutscenes.
They're already scared for life as is... no need to destroy them any further...
@@djmips Meh, two papers later they will have an AI trained up to accurately predict the same damage propagation at 1,200 frames per second.
NOW THAT'S A LOT OF DAMAGE!!!
Project Farm reference?
@@p529. th-cam.com/video/JZLAHGfznlY/w-d-xo.html
@@tonysucocb840810 Project Farm is saying it too, that's why I asked q.q
Can't wait to see how this will continue to progress. Stay committed and best of luck to all involved!
There's a lot of words here that I as a "dumbo" don't understand. But I like meat being damaged. Thank you TH-cam for recommending this to me.
Me either but I looked some up and tried to dumb it down so I understand it.
From Wikipedia:
_A transversely isotropic material is one with physical properties which are symmetric about an axis that is normal to a plane of isotropy._
So i take this to be referring to things like the fibres or grain of a steak, where an object is composed of lots of little fibres that are strong in one direction, but pull apart easily in another.
_In material science and solid mechanics, orthotropic materials have material properties at a particular point, which differ along three mutually orthogonal axes, where each axis has twofold rotational symmetry._
And this, by extension, would refer to objects like a sponge which have a more uniform molecular structure.
So when she's talking about objects being "anisotropic" she means it has structural rigidity more on one or two axes than the other(s), which is why they will tend to split along the weakest axis.
Then when the objects are orthogonal, the damage is applied more across all 3 axes. And some of the impressive features are that they seem to be able to tell an object "you are anisotropic for these bits, and orthogonal for these bits but youre still one object" in any combination they specify and usually achieve realistic results.
The implications of this are pretty insane. Imagine playing a shooter where whatever you're shooting at has a realistic, unscripted and real-time computation of a body with muscles, skin, bone etc that all respond differently to damage... the sort of game where you might chuck a grenade at a giant crab beast only to blow a piece of its shell off so fast that it takes out one of your squad members. With more time and development this can be a framework for some of the coolest animations we've seen yet.
Also one other thing I figured out was when shes showing those graphs that look like a sheet being held by its corners, she mentioned "as damage increases, elasticity response decreases" and I took this to mean that as a part of the object gets more damaged (red) the ability for it to "hold itself together" gets reduced, which is what we observe in a lot of biological damage scenarios- say for example you crush one of your arms, the ability for the arm to continue to behave like an arm (vs the flst sausage its being forced to become) reduces in proportion with the damage done to the muscles, bone, nerves etc because they are damaged.
Im not sure if any of that helps you make more sense of what she's saying, but it sure helped me to type it out! 😁
this is amazing and I am excited for two more papers down the line :)
Absolutely stunning! Poor armadillo...
"Mozzarella cheese!!"
How does one beginning in VFX and computer graphic studies? Any resources for beginners to start?
Thats a lotta dayyymmage
So, we can simulate liquids, viscous, bones, jelly.... everything that´s needed for a serious soldier of fortune remake :-D
What differential equations (and numerical methods) were used? Differential patterns, finite element method?
Excellent work and excellent, enthusiastic narrator! I really liked the part where they tore apart stuff
dont thank me for watching i thank you for making
This is amazing, i can think a lot of uses for biomedical research regarding bone breaking and safety! Lovely job!
Hopes to see mechanics like these in videogames soon. Nice work!
I want moooore
Where's more
I need more, now!
jokes aside, are u guys still working on this amazing project? if yes, how's it going?
Man, I can't wait until computers run fast enough to render all this in real-time
ca. 5 years for consumer hardware
Excellent work, well presented, and superbly narrated.
Incredibly innovative.
What do you have against armadillos?
Great job
This was an amazing video.
Fantastic results.
Is it just for rendering or is it true computational Continuum mechanics ?
Hats off
This was amazing.
So i heard some local armadillos are rioting about something...
What software do you use to produce these physics simulations?
AnisoMPM and IQ-MPM are now fully open-sourced! Check it out here: github.com/penn-graphics-research/ziran2020
I understand nothing but I love it! Hope I‘ll be able to try it out eventually.
Impressive work for those who made this software
This is so cool
Free mozzarella cheese replay buttons:
4:39
4:39
4:39
4:39
LOL thank you for appreciating the cheese, I spent three weeks staring at cheese sticks and getting the dynamics right 😂
It was an astonishingly realistic simulation
very nice
Holy shit! This is beatiful!
Any news about the paper link I'm very interested on your research
Paper is now linked in the description!
Very cool!
Ah, and so this is how reality is matrixed.
complicated stuff
awesome
Ah yes. I know some of those words.
Lol that's about all I can say as well
Can you implement this tech in a game?
It currently takes almost a second per frame to render these results, and the armadillo even takes over a hundred seconds per frame... But two more papers down the line, and we might see a couple of orders of magnitude performance increase. Can't wait for postal 3 with these physics.
haha the narrator is cute
mozzarella CHEESE!
SO cute
smells like SIMP
now lets take this into the cuda cores to see how it handles it
5:08 Lol, I don't think it's the armadillo here that is "evil". What I see is some cruel scientists strapping down a poor, helpless toy animal and proceeding to impale him with an enormous spike. And then, through the wonders of modern science, miraculously bring him back to life just to do it all over again under slightly different conditions. But ye, let's just rationalize to ourselves that the armadillo is in fact the evil one...
"What a time to be alive..."
Now that's a lot of damage.
You beat me to it!
Watching this while being unable to eat for a whole month was a big mistake
I am a 3d artist and i want this!!!!
amazing!
w8ing for paper
that's a lotta damage
If you haven't watched this on edibles, you're doing it wrong.
RIP Armadillo.
This is how good we are at math, people. This is how we use math to tell us how millions of people changing their habits for a year will save millions of lives
"evil toy armadillo" is it not evil to string up and execute someone in that fashion?
みかんは果汁がほしいな
R.I.P armadillo
bro she mad excited over physics
r.i.p armadillo
I might have misspelled Joshuah with Jesus when I cited this paper.
I came here for the meat damage.
This physics is 10 years away from realtime
the physics is already realtime, as they said. 400k particle simulation in realtime on a 9700k. Rendering this with textures and a decent polygon count will take a long time, however.
Check out TyFlow
@@HumanlyRobotic 0.033 seconds/frame is what we normally call realtime(30fps), fastest simulation was fish with 2 fps. GPU can run the fish sim in interactive realtime, I think.
More like two years
PhysX is doing it
Ah yes of course. 5head
Am I dreaming?
You have to remember that when the logistical anodes become out of sync with the linear shaft dilators causing a failure to generate concurrent radial grammeters . You should try to recalibrate the stater conductors and reset the dingle arms to their original tertiary based orientations, but it could lead to sinosodial depleneration levels that are too high for industry quality standards.
We're still a ways away, but this is moving in the right direction.
a waht?
On god bro that’s what I been sayin
You forgot the prefamulated amulite
The rockwell turbo encabulator this is not.
@@a__duck my heart skipped a beat after I read your name in my notification.
I am a web developer and have done 3D work too and this creates unnecessary pressure on me to develop same in future.
How? Why would you compare web dev work and 3D modeling to cutting edge simulations?
Poor armadillo 😢
She sounds way too happy when she says damage....
The narrator is super excited to break bones and kill armadillos xD
Why? next thing you know people are modeling booger flinging physics.
Oh bullxxxx, just use words please.
They're presenting a paper, it doesn't need to be dumbed down. The people who need to understand this can understand.